/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/AbilitySystemBlueprintLibrary.h
Native make, to avoid having to deal with quantized vector types
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Ability|GameplayCue", Meta=(NativeMakeFunc, AdvancedDisplay=5, Location="0,0,0", Normal="0,0,0", GameplayEffectLevel="1", AbilityLevel="1")) static [FGameplayCueParameters](API\Plugins\GameplayAbilities\FGameplayCueParameters) MakeGameplayCueParameters ( float NormalizedMagnitude, float RawMagnitude, [FGameplayEffectContextHandle](API\Plugins\GameplayAbilities\FGameplayEffectContextHandle) EffectContext, [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) MatchedTagName, [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) OriginalTag, [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) AggregatedSourceTags, [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) AggregatedTargetTags, FVector Location, FVector Normal, [AActor](API\Runtime\Engine\GameFramework\AActor) * Instigator, [AActor](API\Runtime\Engine\GameFramework\AActor) * EffectCauser, [UObject](API\Runtime\CoreUObject\UObject\UObject) * SourceObject, [UPhysicalMaterial](API\Runtime\PhysicsCore\PhysicalMaterials\UPhysicalMaterial) * PhysicalMaterial, int32 GameplayEffectLevel, int32 AbilityLevel, [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * TargetAttachComponent, bool bReplicateLocationWhenUsingMinimalRepProxy )